fix: use unicode font for all
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22478871a6
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011299001f
@ -16,6 +16,7 @@ function InitStyle()
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for( i=0; i<ArrayCount(LoadedTex); ++i )
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for( i=0; i<ArrayCount(LoadedTex); ++i )
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if( LoadedTex[i]==None )
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if( LoadedTex[i]==None )
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LoadedTex[i] = Texture2D'EngineMaterials.DefaultWhiteGrid';
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LoadedTex[i] = Texture2D'EngineMaterials.DefaultWhiteGrid';
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// TODO: SmallFont/TinyFont not support unicode
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DrawFonts[0] = Font(DynamicLoadObject("UI_Canvas_Fonts.Font_General",class'Font'));
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DrawFonts[0] = Font(DynamicLoadObject("UI_Canvas_Fonts.Font_General",class'Font'));
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DrawFonts[1] = Font(DynamicLoadObject("EngineFonts.SmallFont",class'Font'));
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DrawFonts[1] = Font(DynamicLoadObject("EngineFonts.SmallFont",class'Font'));
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DrawFonts[2] = Font(DynamicLoadObject("EngineFonts.TinyFont",class'Font'));
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DrawFonts[2] = Font(DynamicLoadObject("EngineFonts.TinyFont",class'Font'));
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@ -496,11 +497,11 @@ function Font PickFont( byte i, out float Scaler )
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switch( i )
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switch( i )
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{
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{
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case 0:
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case 0:
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Scaler = 1;
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Scaler = 0.3;
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return DrawFonts[2];
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return DrawFonts[0]; // use unicode font only
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case 1:
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case 1:
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Scaler = 1;
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Scaler = 0.35;
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return DrawFonts[1];
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return DrawFonts[0]; // use unicode font only
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case 2:
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case 2:
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Scaler = 0.4;
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Scaler = 0.4;
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return DrawFonts[0];
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return DrawFonts[0];
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